Workers & Resources: Soviet Republic

Workers & Resources: Soviet Republic

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Trackstar Aug 26, 2020 @ 8:09am
Is There a Better Way to do this Custom House Rail Intersection?
My export trains constantly stack up at the custom house (single rail). They're running fine up until they get to this point and not running into each other, so that's not a problem. But they have to sit here for a while. Is there a better way I can do this? Here's a screenshot:

https://steamcommunity.com/sharedfiles/filedetails/?id=2210025356

With Semaphores:

https://steamcommunity.com/sharedfiles/filedetails/?id=2210036334
Last edited by Trackstar; Aug 26, 2020 @ 8:16am
Originally posted by DaveOath:
Custom houses with a single track will always be a bottleneck. You can speed up the unloading by using containers but that's pretty much it. When the volume of trade reaches a certain point, you need to find another custom house.

But, to somewhat alleviate the problem, I like to use "waiting tracks" were the train can wait their turn at the border without clogging the rail network.

Example:

https://steamcommunity.com/sharedfiles/filedetails/?id=2210093477
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Showing 1-8 of 8 comments
Randox Aug 26, 2020 @ 9:06am 
The export house can only load or unload so fast. You can try offloading some of the cargo to trucks to increase the amount of stuff that can be sold.

You can also pack stuff in containers to speed the process up, if that's gone live. Not had a chance to try it yet.

Really though, once you reach the limits of a given trade point you need to divert further goods somewhere else.
Joman Aug 26, 2020 @ 9:10am 
Maybe start a new map with rivers and use ships to sell all sort of things.
gusgblaw Aug 26, 2020 @ 9:20am 


Originally posted by Randox:
The export house can only load or unload so fast.

Really though, once you reach the limits of a given trade point you need to divert further goods somewhere else.

This
You can make it prettier for sure, they could pile up neatly in a row... they'd still pile up tho.
The author of this thread has indicated that this post answers the original topic.
DaveOath Aug 26, 2020 @ 9:27am 
Custom houses with a single track will always be a bottleneck. You can speed up the unloading by using containers but that's pretty much it. When the volume of trade reaches a certain point, you need to find another custom house.

But, to somewhat alleviate the problem, I like to use "waiting tracks" were the train can wait their turn at the border without clogging the rail network.

Example:

https://steamcommunity.com/sharedfiles/filedetails/?id=2210093477
angry_bosmer Aug 26, 2020 @ 11:09am 
I mean you "could'' get a little more out of it. You want the split off to be as close to the train's turn around point as possible. (Make sure you measure that off your longest train) Then have the incoming trains waiting just beyond that. You'll get the most out of the single rail. It won't give you a ton of bonus, but it might translate in an extra train each month.

Having the intersection nearby might slowdown the system. I usually have everything feed into one line well before. I don't think having waiting areas makes a big difference. The second train in line will have plenty of time to move up while the first train is unloading.

It's simple but I don't see anything work faster on a single rail custom house. It's all about reducing the turn around time.
https://steamcommunity.com/sharedfiles/filedetails/?id=2210199521
Last edited by angry_bosmer; Aug 26, 2020 @ 11:19am
Here is my approach to Custom house with tripple railroads. It can be easily adopted to Custom house with single railroad:
https://steamcommunity.com/sharedfiles/filedetails/?id=2210198291
Last edited by bajecznie nawdychany; Aug 26, 2020 @ 11:17am
angry_bosmer Aug 26, 2020 @ 11:22am 
That style is nice because there's not possibility for a jam. The crossing is in the transition area. Does it affect the efficiency?

The one I use is really fast, but has a flaw that will cause problems if you send too many trains. It's easy to correct for though so its not a longterm problem.
Originally posted by angry_bosmer:
That style is nice because there's not possibility for a jam. The crossing is in the transition area. Does it affect the efficiency?

I didn't had a chance to put larger number of trains on it despite it is the only custom house I am using. But the critical part is as short as possible and distance between custom house and semaphores are calculated for specific train length. With current update there are new light-blue semaphore that allow to enter the section if the rail paths do not collide so I think it could be even shorter.
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Date Posted: Aug 26, 2020 @ 8:09am
Posts: 8